Harrow
The trick that makes this read like ramp is the sacrifice clause working in your favor instead of against it. The math stays even: you spend one card from hand and one land from the battlefield, and two basics arrive to replace them, so it nets to card parity and leaves you a land ahead on the board. The win is timing as much as count, because the spell is an instant. Cast it on an opponent's end step to untap into more mana than you should have, or hold it in response to land destruction to dodge the loss entirely by sacrificing the targeted land yourself. The two basics enter the battlefield together, so anything keyed to lands arriving fires off both, turning a fixing spell into an engine piece. Limiting the search to basics is what prices the effect honestly: no fetching dual lands or utility lands, just untapped color you can split however the board demands, which is also why the effect has been worth revisiting in slightly different shells over the years while the instant-speed sacrifice-for-tempo core has stayed fixed since it first appeared. It is fixing that also ramps, ramp that also smooths colors, and a sacrifice outlet that pays you back, all priced as a single instant.

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Other printings
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- Secret Lair Drop#2016
- Foundations Jumpstart#668
- Duskmourn: House of Horror Commander#183
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- Jumpstart: Historic Horizons#583
- Zendikar Rising Commander#69
- Commander 2020#174
- The List#C18-150
- Commander 2018#150
- Commander Anthology#115
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- Tempest Remastered#172
- Commander 2014#199
- Magic Online Promos#37612
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- Magic Player Rewards 2010#9
- Zendikar#165
- Tempest#230





















